Video game with fast forward and slow motion features

ABSTRACT

Changing a game progress by the operation of a player. A plurality of frame images are sequentially formed and displayed. The frame images are displayed by switching the frame images from a frame buffer. When the frame images are individually formed, the formation time periods of the plurality of frame images are predicted. The game progress made by the frame images is determined in dependence upon the predicted formation time periods of the frame images.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a division of U.S. patent application Ser. No.09/606,212, filed Jun. 29, 2000, which issued as U.S. Pat. No. 6,709,334on Mar. 23, 2004, the content of which is incorporated by referenceherein in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a recording medium, a game displaymethod and a game display apparatus having a program for forming imagesconstituting a video game.

2. Description of Relevant Materials

In recent years, there have been developed video games employingadvanced technologies. In these games, display objects (as will becalled the “objects” for simplicity) such as persons, machines, tools,buildings or backgrounds are displayed in a three-dimensional virtualspace on the screen.

In the video game, the image forming operations are repeated severaltens of times for one second so that still images (as will be called the“frame images”) of several frame groups are formed for one second. Thegroup of frame images thus sequentially formed are written alternatelyin a pair of frame buffers. The frame images thus written are read outfrom the pair of frame buffers and displayed in a display unit inaccordance with a predetermined frame image display period (as may besimply called the “frame period”) determined by the display unit.

Of the objects thus displayed, the character imitating a person can alsobe moved according to the operation of the player. Generally, however,the progressing speed (i.e., the speed at which all the objects on thescreen move) of the game on the screen is determined by the gameprogram.

If this progressing speed could be changed according to the taste of theplayer, it would be expected that the game could be enjoyed in variousmanners.

According to the content of the game, for example, similar scenes mayappear repeatedly many times. If these screens were repeatedly displayedat the same progressing speed, the player would lose interest. As in thequick-advance reproduction function belonging to the VTR (Video TapeRecorder), therefore, there has been desired an image reproductionmethod in which the progressing speed of the game can be changed by theoperation of the player.

SUMMARY OF THE INVENTION

An object of the invention is to provide a game display method, a gamedisplay apparatus and a recording medium, which are suited for changingthe progressing speed of a video game to a desired value in accordancewith the operation input of a player.

In order to achieve the above-specified object, according to an aspectof the invention, there is provided a game display method for a framedisplay in synchronism with a reference signal produced for a constantperiod, comprising: inputting a key signal indicating a display speed inresponse to an operation input; determining the number of frames to beprocessed between a first reference signal and a second referencesignal, as consecutively produced, in accordance with a display speedbased on the input key signal; and synchronizing the last frame displaywhen the frame display is made at the determined frame number, with saidsecond reference signal.

According to the game display method of the invention, in response tothe operation input of the player, the progressing speed of the game, asdisplayed on the screen, can be changed to one different from theordinary game progressing speed.

Specifically, the frame display is synchronized with said secondreference signal after at least one frame image can be displayedrepeatedly a number of times according to the determined frame number.

Alternatively, the frame display is synchronized with said secondreference signal after a number of frame images, based upon thedetermined frame number, are skipped.

Moreover, the frame display can be synchronized with said secondreference signal after frame images generated in response to theoperation input are displayed repeatedly a number of times according tothe determined frame number and after a number of frame images, basedupon the determined frame number, are skipped.

More specifically, the game display method further comprises: adjustingthe progressing speed of a musical composition to be output, accordingto the determined frame number.

According to another aspect of the invention, there is provided acomputer readable recording medium having a program recorded for a videogame to be executed by a computer for a frame display in synchronismwith a reference signal produced for a constant period, wherein saidprogram causes said computer to perform: inputting a key signalindicating a display speed in response to an operation input;determining the number of frames to be processed between a firstreference signal and a second reference signal, as consecutivelyproduced, in accordance with a display speed based on the input keysignal; and synchronizing the last frame display when the frame displayis made at the determined frame number, with said second referencesignal.

According to the recording medium of the invention, there is obtained aprogram by which in response to the operation input of the player, theprogressing speed of the game, as displayed on the screen, can bechanged to one different from the ordinary game progressing speed.

For example, the frame display is synchronized with said secondreference signal after at least one frame image is displayed repeatedlya number of times according to the determined frame number.

Moreover, the frame display can be synchronized with said secondreference signal after a number of frame images, based upon thedetermined frame number, were skipped.

Also, the frame display can be synchronized with said second referencesignal after the frame images generated in response to the operationinput are displayed repeatedly a number of times according to thedetermined frame number and after a number of frame images, based uponthe determined frame number are skipped.

More specifically, the recording medium further comprises: adjusting theprogressing speed of a musical composition to be output, according tothe determined frame number.

According to a desired aspect of the invention, there is provided acomputer readable recording medium having a program recorded for a videogame to be executed by a computer, wherein said program comprises:forming a plurality of frame images constituting the video gamesequentially; displaying the plurality of frame images, by switching theframe images from a frame buffer; predicting the formation time periodsof said frame images when said frame images are individually formed;determining the game progress to be made by said frame images, independence upon the formation time periods of said frame image, aspredicted; and changing said determined game progress determined, inresponse to the operation input by a player.

More specifically, said prediction step predicts one of the formationtime periods of said frame images which are expressed in the units ofthe frame image display period of the shortest period of switching thedisplays of said frame images at said display step, as the individualformation time periods of said frame images.

According to another desired aspect of the invention, there is provideda computer readable recording medium having a program recorded for avideo game to be executed by a computer, wherein said program comprises:forming a group of frame images constituting the video gamesequentially; displaying the group of frame images by switching theframe images from a frame buffer; metering the formation time period ofeach preceding frame image before each of the group of frame images whensaid frame image just before is formed; determining the game progress tobe made by said frame image, in dependence upon the formation timeperiods of said preceding frame image, as metered when the group offrame images are individually formed; and changing said determined gameprogress, in response to the operation input by a player.

According to still another desired aspect of the invention, there isprovided a computer readable recording medium having a program recordedfor a video game to be executed by a computer, wherein said programcomprises: forming a group of frame images constituting the video game,sequentially in synchronism with the ends of the formations of theindividually preceding frame images; displaying the group of formedframe images, such that the group of frame images formed by saidformation step may be switched from a frame buffer and displayed afterone of the individual formation ends of the group of frame images insynchronism with a predetermined clock signal having a frame imagedisplay period of the shortest time period for switching the displays ofthe group of frame images; predicting the formation time periods of thegroup of frame images when said frame images are individually formed;determining the game progress to be made by said frame images, independence upon the formation time periods of said frame images, aspredicted; and changing said determined game progress, in response tothe operation input by a player.

More desirably, the formation of a next frame image begins afterfinishing formation of the group of frame images in synchronism withsaid clock signal.

According to a further aspect of the invention, there is provided a gamedisplay apparatus, comprising: a computer-readable recording mediumrecorded with a program for processing a frame display in synchronismwith a reference signal produced for a constant period; a computer forreading and executing at least one portion of the program from saidrecording medium; and a display for displaying a video game to berealized by said program, wherein said computer reads said at least oneportion of the program from said recording medium, and wherein saidcomputer, in executing said at least one portion of the program fromsaid recording medium: receives an input of a key signal indicating adisplay speed in response to an operation input; determines the numberof frames to be processed between a first reference signal and a secondreference signal, as consecutively produced, in accordance with adisplay speed based on the key signal input[ted] by said controller; andsynchronizes the last frame display when the frame display is made atthe frame number determined by the processing unit with said secondreference signal.

According to the game display apparatus of the invention, theprogressing speed of the game on the screen can be changed in responseto the operation input of the player.

The present disclosure relates to subject matter contained in JapanesePatent Application No. HEI 11-327552, filed on Nov. 17, 1999, thedisclosure of which is expressly incorporated herein by reference in itsentirety.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram showing a game system using acomputer-packaged game device according to the invention;

FIG. 2 is a diagram schematically showing one game image displayed by agame program;

FIG. 3 is a schematic time chart for explaining the formation anddisplay of a frame image in the game device;

FIG. 4 is a diagram schematically showing another game image displayedby a game program;

FIG. 5 is a diagram schematically showing still another game imagedisplayed by a game program;

FIG. 6 is one example of a memory map of a RAM in the computer containedin the game device;

FIG. 7 is a schematic flow chart of the main processing of a gameprogram to be suitably executed in the game device;

FIG. 8 is a schematic flow chart of a game progress/a musical tempodetermination contained in the main processing;

FIG. 9 is a schematic flow chart of a high-speed mode setting to beexecuted in the game progress/musical tempo determination;

FIG. 10 is a schematic flow chart of a low-speed mode setting to beexecuted in the game progress/musical tempo determination;

FIG. 11 is a schematic flow chart of an object action processing to beexecuted in the main processing;

FIG. 12 is a portion of a time chart for explaining the formations anddisplays of several frame images by the main processing;

FIG. 13 is the other portion of the time chart;

FIG. 14 is one example of a musical score for explaining a play of amusic in a video game to which the invention is applied;

FIG. 15 is a diagram conceptually showing vocalization time periods indifferent modes of a note in the device of FIG. 1;

FIG. 16 is a diagram conceptually showing vocalization time periods indifferent modes of several notes in the device of FIG. 1;

FIG. 17 is a schematic flow chart of a music reproduction in the deviceof FIG. 1;

FIG. 18 is a schematic time chart for explaining the formations anddisplays of several frame images when the time period for forming theframe images by the main processing is a two-frame period;

FIG. 19 is a schematic flow chart of a variation of the main processingof a game program to be suitably executed in the game device;

FIG. 20 is a schematic flow chart of a variation of the game progress/amusical tempo determination contained in the main processing; and

FIGS. 21A, 21B and 21C are diagrams showing the changes in the imagesdisplayed in an ordinary mode, in a high-speed mode and in a low-speedmode, respectively.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The game display method according to the invention, the programrecording medium and the game display apparatus using the method will bedescribed in detail in connection with their several embodiments withreference to the accompanying drawings.

Embodiment 1 of the Invention

As shown in FIG. 1, a game system 1 is constructed to include: a gamedevice 10 capable of being removably loaded with a CD-ROM (CompactDisk—Read Only Memory) 40 having a computer game program 41 recordedtherein according to the invention, for example; a display apparatus 20;and a input device 30 capable of being operated by the player. The gamedevice 10 is a household game device including a computer 100 confinedin a casing so that the player loads the game device with the CD-ROM 40,for example, by pushing the (not-shown) open button on the game device10 to open the (not-shown) closed cover. The game device 10 starts toexecute the computer game program recorded in that CD-ROM 40. Thedisplay apparatus (television set) 20 and the input device 30 areconnected with the game device 10 through cables.

This game device 10 is provided with the (not-shown) card slot. Intothis card slot, there can be inserted a memory card 50 or an externalauxiliary recording medium. The player is arbitrarily enabled to storethe memory card 50 inserted into the card slot, with the data forreopening the game such as data on the player character and the enemycharacter or data on the progressing situations of the game program.When the player opens again the game by using the memory card 50, thegame device 10 reopens the game from the interrupted portion.

The display apparatus 20 receives video signals and audio signals fromthe game device 10. The display apparatus 20 displays the image byprocessing the video signals received and outputs the sounds accordingto the audio signals received from a speaker 22 belonging to the displayapparatus 20. This display apparatus 20 is constructed of a TV receiver,for example.

The input device 30 is generally called the “controller” and is equippedwith a group of buttons and other (not-shown) control portions for theplayer to operate. For example, the input device is equipped with adirection key group composed of four direction keys for moving a cursoron the screen 21 leftward, rightward, upward or downward, a selectbutton, a start button, a first button, a second button, a third buttonand a fourth button. However, the game system to which the invention isapplied should not be limited to the shown one or any similar gamesystems.

The computer 100 is constructed, for example, to include: a centralprocessing unit (CPU) 101; a read only memory (ROM) 102 stored with astring of instructions and data necessary for the CPU 101 to execute theprogram instructions; a random access memory (RAM) 103 constituting amain memory for temporarily storing the game program to be executed andthe data to be used by the game program; a graphic processing unit 104;a sound processing unit 105; a CD-ROM drive 106 to be loaded with theCD-ROM 40; an input/output interface unit 107; a communication interfaceunit 109; and a bus 108 for connecting the circuit componentsenumerated.

The CPU 101 decodes the program instruction stored in the RAM 103 tocontrol the individual circuits in the computer in accordance with thedecoded instruction, and controls the execution of the game program sothat the program portion corresponding to the operation input of theplayer, as input through the input/output interface unit 107 from theinput device 30, may be executed in response to that operation input.The CPU 101 executes the instruction string stored in the ROM 102 whenit executes the program instruction.

The graphic processing unit 104 includes the not-shown video RAM (VRAM)to construct the (not-shown) frame buffer and draws an image or the likecomposed of polygons expressing an object, on the frame buffer inresponse to the instruction given from the CPU 101. Moreover, thegraphic processing unit 104 produces video signals such as TV signalsaccording to the image information stored in the frame buffer, andoutputs them to the not-shown video circuit in the display apparatus 20.

The frame buffer is composed of a pair 104 a of frame buffers (A, B) sothat object images forming a common frame image are stored in one (A) ofthe paired frame buffers 104 a. When the formation of one frame image isended, a next frame image is stored in the other (B) of the paired framebuffers 104 a. Thus, frame images are alternately stored in the pairedframe buffers 104 a.

From the other frame buffer paired with the frame buffer storing theframe image, there is read the frame image which has been recentlystored therein. The frame buffers 104 a to be read are switched insynchronism with the vertical synchronizing signal of the displayapparatus 20, and a new frame image is also formed in synchronism withthe same signal. The period of the vertical synchronizing signal is aframe image displaying period (or a frame period). It should also benoted that in each relevant embodiment described herein, the shortestperiod of switching the displays of said frame images when displayingthe frame images is the period of the vertical synchronizing signal(e.g., wherein a prediction step predicts, as the individual formationtime periods of said frame images, a formation time period in units ofthe period of the vertical synchronizing signal).

On the basis of the sound data stored in the RAM 103, the soundprocessing unit 105 produces sound signals indicating a voice, a musicalcomposition, an effect sound and so on and feeds the signals to thespeaker 22 through the not-shown audio circuit in the display apparatus20.

The input/output interface unit 107 is connected with the input device30 and the memory card 50 inserted into the (not-shown) card slot, andcontrols the timings of data transfers between these components and theCPU 101 and other circuits. Here, it is needless to say that thecomputer constituting the game device according to the invention shouldnot be limited to the shown computer or any similar computers.

The CD-ROM 40 is a recording medium for recording the game program 41and data 42 to be used by the game program 41. The CD-ROM drive 106reads the game program 41 together with the data 42 and stores them inthe RAM 103 so that the[se] program and data may be executed by the CPU101. The game program 41 and the data 42 to be used in the present gamedevice can be provided by another method. In this method, for example,the game program 41 is carried by carrier waves used for communicationsso that it may be transmitted as computer data signals to be executed bythe computer and may be received on the side of the game device.

For example, the game program may be downloaded through thecommunication interface unit 109 from another not-shown device on anetwork 110 connected via a communication line 111 and may be used inthe game device 10. Alternatively, the game program and the data may bestored in advance in another device on the network 110 connected via thecommunication line 111 and may be sequentially stored for use, ifnecessary, in the RAM 103 via the communication line 111. Here, the gamedevice 10 may be constructed such that only one of such alternativemodes or the use of the CD-ROM can be supported.

The game program is executed by the CPU 101 suitably using the remainingcircuits in the computer 100 so that the various functions intended bythe game program can be realized. These functions include: a formingfunction to form the frame image; a display function to feed the formedframe image to the display apparatus and display it; a function tochange the game program of the frame screen formed; and a function toskip the formation of the frame image.

FIG. 2 is a diagram schematically showing one game image to be displayedby the game program executed in the game device. As one frame imagebelonging to one scene, there is shown in the screen 21 a pattern inwhich a player character 950 positioned in a three-dimensional virtualspace is walking in a corridor in a building. This corridor is providedin its side wall with several doors 61, 62 and 63.

The player is enabled by operating the input device 30 (FIG. 1) tocontrol the position and the moving direction of the player character950. The player character 950 can further advance on the corridor andcan advance to any door and open it. As the movement of the playercharacter 950 is continuously instructed by the player, the position ofthe player character 950 is continuously changed on the screen.

When similar screens appear several times in the game, however, theplayer desires to farther advance on the corridor without opening thedoors on the way. At this time, the player may desire the playercharacter 950 to walk faster than the ordinary speed.

In the invention, therefore, a key signal indicating a display rate isinput in response to the operation of the player. On the basis of thekey signal, the progressing speed of the game can be changed. In thisembodiment, as illustrated in FIG. 3, in the case of a game of anordinary mode in which frame images P1, P2, P3, - - - , and P12 areswitched for one frame period and displayed, the frame images P1, P5,P9, - - - , and so on are sequentially formed and displayed in ahigh-speed mode when the game is displayed at a speed of four times ashigh as that of the ordinary mode. When the game is displayed at adouble speed of that of the ordinary mode, the frame images P1, P3, P5,P7, P9, P11, - - - , and so on are sequentially formed and displayed.

As a result, the game changes four or two times as quickly as theordinary one on the screen. At the quadruple speed, more specifically,the frame image, as would be displayed in the ordinary mode four frameperiods after from the preceding one, is displayed as the frame image tobe subsequently displayed. Thus in the high-speed mode, the gameprogress of each frame image is increased. When the game is to bedisplayed at the quadruple speed, more specifically, four frames areprocessed between two consecutively produced vertical synchronizingsignals. Moreover, the last image of the processed four frames isdisplayed in the screen.

If the image presented in FIG. 2 is assumed to be the frame image P1,for example, the next frame image P2 indicates that the player character950 has slightly advanced on the corridor, as exemplified in FIG. 4. Inthe ordinary mode, the frame image P2 is displayed for the next frameperiod of the frame image P1. In the high-speed mode of the four times,however, the frame image P5 is formed and displayed subsequent to theframe image P1.

The frame image P5 indicates that the player character 950 has furtheradvanced on the corridor, as exemplified in FIG. 5. In the high-speedmode of the four times, the displayed image abruptly changes from theimage of FIG. 2 to the image of FIG. 5 so that the progress of the gameis sped up.

In the low-speed mode, e.g., at the quarter-speed speed, each frameimage such as P1 is displayed repeatedly four times, and the next frameimage such as P2 is then displayed. Thus, the display period of theframe image is elongated by four times as long as that of the ordinarymode. In the case of the half-speed speed, each frame image such as P1is displayed repeatedly two times, and the next frame image such as P2is then displayed. Thus, the display period of the frame image iselongated by two times as long as that of the ordinary mode.

In this low-speed mode such as in the case of the quarter speed, as willbe described later, when each frame image is formed, the image formationis skipped for the subsequent three frame periods. As a result, theframe image formed just before is continuously displayed. When eachframe image is formed in the case of the half-speed, the image formationis skipped for the subsequent two frame periods. As a result, the frameimage formed just before is continuously displayed.

Now, the RAM 103 is used at the time of executing the game program, forexample, in accordance with the memory map shown in FIG. 6. A systemregion 103 a is stored with system information such as an interruptionvector indicating the jumping destination of an interruption routine. Aprogram region 103 b is stored with the portion being executed of thegame program. A character data region 103 c is stored with data on agroup of characters to appear in the game, such as the player characterand the enemy character.

A related data region 103 d is stored with other related data to be usedfor executing the game program such as the motion data of the individualcharacters. However, these related data have no direct relation to theinvention so that their description is omitted.

A sound data region 103 e is stored with data for producing soundsduring the advance of the game. Here are stored musical sound data 81,82 and 83. Each of the sound data is designated by an identifier 81 a.This region 103 e is also stored with a tempo-changing mode flag 84.This flag indicates the tempo-changing mode when a musical compositionis to be reproduced, and takes any of five values (2, 1, 0, −1, −2), aswill be described later.

A game progress related data region 103 f is stored with data forexecuting the game display method according to the invention. There arestored a real-time counter 91, image formation starting time data 92,game progress data 93, an acceptable speed-changing bit 94 and a resetcounter 95, for example.

The real-time counter 91 is a counter for expressing a real time in thegame progress. In the embodiment, the real time is expressed in terms ofthe number of vertical synchronizing signals produced by the displayapparatus 20 (FIG. 1), as will be described later. That is to say, thereal-time counter 91 expresses the real time at the unit of frameperiod. In other words, the real-time counter 91 expresses the real timein terms of the ratio between the real time and the frame period. Thereal-time counter 91 is incremented by 1 each time the verticalsynchronizing signal is produced.

The image formation starting time data 92 express the time at which theformation of the frame image is started. In this embodiment, this timeis also expressed in terms of the number of vertical synchronizingsignals. In this embodiment, the formation of the frame image is startedin synchronism with the vertical synchronizing signal. Therefore, theimage formation starting time data 92 indicate what verticalsynchronizing signal the frame image is really formed at.

The game progress data 93 are data characterizing this embodiment, andindicate the game progress that the frame image to be formed should havewith respect to the immediately preceding frame image. In thisembodiment, the game progress data 93 are so determined as to expresshow many times as long as the game progress to be made by the frameimage to be formed is with respect to the ordinary game progress in oneframe period imaged by the game program for the frame image. In short,the number of frames to be processed between two consecutively producedvertical synchronizing signals is determined in terms of the value setto the game progress data.

The real-time counter 91 and the image formation starting time data 92could be expressed by another time unit such as seconds. If the methodfor expressing those data at the unit of the vertical synchronizingsignal is used as in this embodiment, however, the time period forforming the frame image is determined from the difference between thereal-time counter 91 and the image formation starting time data 92. Anadvantage is that the difference can be used as it is as the gameprogress data 93.

The acceptable speed-changing mode bit 94 is a bit for designating thekinds of acceptable speed changes. Here it is assumed that the quadruplespeed and the quarter speed are employed when the acceptablespeed-changing mode bit 94 is at 1, and that the double speed and thehalf speed are employed when the same bit is at 0.

The double speed is employed when sequential (even in the ordinary mode)images have dramatically changing contents, like a series of imagesindicating patterns where the character is fighting against the enemycharacter. This is because the double-speed display can provide easilyviewable images, when the high-speed mode is instructed by the operationof the player while those images are being continuously displayed. Thehalf speed can also be employed for the game screen for which the doublespeed can be employed.

The quadruple speed is employed when sequential images do not havedramatically changing contents, like a series of images indicatingpatterns where the character is walking in a town. This is because eventhe quadruple-speed display will not change the screen excessively fast,when the high-speed mode is instructed by the operation of the playerwhile those images are being continuously displayed. The quarter speedcan also be employed for the game screen for which the quadruple speedcan be employed.

The acceptable speed-changing mode bit 94 is suitably changed by thegame program in the procedure of the game especially at a scene changingtime in response to any of the aforementioned kinds of images to bedisplayed in the scene.

The reset counter 95 counts the number of times at which the gameprogress data 93 are reset so that the frame image may not be formed atthe low-speed mode, as will be described later.

Other work regions 103 g are employed as work regions for retainingother data temporarily when the game program is executed.

The game program to be executed in this embodiment is composed of aninitialization for setting the initial data in the RAM 103, and a mainprocessing for controlling the progress of the game and for forming anddisplaying the game screen. FIG. 7 shows one example of the mainprocessing routine S100.

Before entering into the description of the main processing routineS100, here will be schematically described the principle of thisembodiment. The changes in the position and direction of each objectbetween a pair of adjacent frame images are predetermined in dependenceupon the game progressing speed. In other words, in order to form aframe image, the individual positions and directions of a group ofobjects composing the frame image are predetermined according to theposition and direction of the same object in the frame image just beforeand to a distance for the object to be moved between those frame images.

The distance for each object to be moved for one frame period isdetermined at each time in the procedure of the game program on thebasis of the game progressing speed. Naturally, the movement changeswith the inputting of the player. With a player's operation input of thegame progressing speed, moreover, the game program may change on thebasis of the operation. Since the game program determines the movementof each object on the basis of the operation input of the player,however, it can be considered that the game program, including theinfluences of the operation input by the player, determines the movementof each object.

With the large movement of each object, the game progresses quickly onthe screen. Therefore, this movement can be said to be the game progressbetween each frame image and the preceding frame image.

When two (2) or more frame periods are required to form a frame image,i.e., when the frame image forming time period is shorter than N frameperiods (wherein N is an integer larger than 1) but longer than (N−1)frame periods, the frame image forming time period will be called the“N-frame period”, unless otherwise specified. In other words, when theframe image forming time period is mentioned in comparison with theframe period or when the frame image forming time period is metered atthe unit of the frame period, the frame image time forming period isexpressed as the least number of frame periods capable of including theforming time period of the frame image.

When the time periods for forming a group of consecutive frame imagesare all one frame period, the frame images are sequentially fed for oneframe period to the display apparatus so that they are displayed byswitching them for one frame period. In the ordinary mode, therefore,the game will progress on the screen at the speed estimated by the gameprogram if the game progress between each frame image and the frameimage just before is equal to that for the one frame period estimated bythe game program.

When the game image is to be changed in response to the operation inputof the player at a higher progressing speed than that estimated by thegame program, the game progress between each frame image and the frameimage just before is made larger than that, as estimated by the gameprogram, for one frame period. When the game progressing speed of the Ntimes (where N is an integer larger than 1) of the ordinary gameprogressing speed is to be realized, more specifically, the gameprogress of each frame image is made N times as large as that, asestimated by the game program, for one frame period. This value N is setto 4 or 2 according to the kind of the frame image to be formed.

The game progress of each frame image is easily enlarged so that a speedas high as the double or quadruple speed is easily realized according tothis method.

In this embodiment, the game progress of the frame images are determinedwhen the frame images are formed. Specifically, the game progress ofeach frame image is determined when the frame image is formed. This gameprogress is determined in proportion to the formation time period of theframe image. In this embodiment, the formation time period of each frameimage is one frame period. In the ordinary mode, therefore, the gameprogress of each frame image is so determined as to be equal to theprogress estimated by the video game.

When a specific operation input for realizing the game progressing speedof N times is given by the player, the game progress of the frame imageto be formed is changed to the N times only while the operation input isgiven.

When the specific operation input for realizing a game progressing speedlower than that of the ordinary mode is given by the player, the gameprogress of each frame image is equalized in this embodiment to that forone frame period for which the operation is being input, and theformation period of the frame image is made longer than that of theordinary mode. When the game progressing speed of one N-th of theordinary game progress speed is to be realized, for example, theformation period of the consecutive frame images is changed to one N-th.

In this embodiment, more specifically, one frame image is formed whilethe N frame images are being formed. In the remaining period, theformation of the frame images is skipped. This N value is set to 4 or 2according to the kind of the frame image to be formed.

Now, an initialization S110 is executed at a suitable timing after thestart of the execution of the main processing routine S100. First ofall, the image formation starting time data 92 (FIG. 6) are set to aninitial value 0. The tempo-changing mode flag 84 (FIG. 6) and the resetcounter 95 (FIG. 6) are also set to 0. The value 0 of the tempo-changingmode flag 84 indicates that a musical composition should be played at anordinary tempo. The acceptable speed-changing mode bit 94 (FIG. 6) isset to 1. This value 1 of the acceptable speed-changing mode bit 94indicates that the quadruple speed and the quarter speed can beemployed.

After this, the real-time counter 91 is forcibly initialized to 1. Thisinitialization is made awaiting the production of a new verticalsynchronizing signal after the image formation starting time data 92.The initial value 0 of the image formation starting time data 92 and theinitial value 1 of the real-time counter 91 are so selected that thegame progress data 93 to be determined a game progress/musical tempodetermination S120 to be described may have the initial value 1.Therefore, the real-time counter 91 and the image formation startingtime data 92 can have other values.

The main processing routine S100 executes a series of following stepsfor forming each frame image. The game progress/musical tempodetermination S120 is to determine the game progress and the musicaltempo to be owned by the frame image to be formed next, at the time offorming the frame image. At the game progress/musical tempodetermination S120, as shown in FIG. 8, the difference between the imageformation starting time data 92 and the real-time counter 91 iscalculated at first. As a result, the time period for forming the frameimage just before is metered (at step S121).

When the game progress/musical tempo determination S120 is executed atfirst after the start of the main processing routine S100, the values ofthe real-time counter 91 and the image formation starting time data 92are equal to the initial values 1 and 0, respectively. It is, therefore,assumed that no frame image is formed just before the frame image formedat first in the main processing routine S100, but that the time periodfor forming the immediately preceding frame image is one frame period.

The formation time period thus metered is set (at step S122) as-is inthe game progress data 93 (FIG. 6). Therefore, the game progress data 93of the frame image to be formed at first has the value 1. After stepS121, the value of the real-time counter 91 is set (at step S123) in theimage formation starting time data 92. The value of this real-timecounter 91 indicates the time of the formation start of the frame imageto be formed.

The real-time counter 91 counts the number of the vertical synchronizingsignals produced, as has been described before. Therefore, the real-timecounter 91 meters the real time at the frame period unit. The imageformation starting time data 92 are determined at step S123 by using thecontent of the real-time counter 91, and also express the formationstarting time of the next frame image at the frame period unit.

Therefore, the formation time of the frame image metered at step S121 isalso expressed at the frame period unit. Specifically, the formationtime period metered indicates how many times as long the formation timeperiod of the preceding frame image is with respect to the frame period.

In this embodiment, the formation time period is employed as-is in thegame progress data 93. When the game progress data 93 have a value M(where M is an integer no less than 0), the frame image is so formedthat the game progress of the frame image to be formed is a gameprogress between the M frame periods estimated by the game program, aswill be described in the following. Therefore, the game progress data 93have a value indicating how many times as long the game progress of theframe image to be formed is with respect to the game progress estimatedby the game program for that frame image.

In this embodiment, the formation time period of each frame image isassumed to be one frame period, and the game progress data may always beset at 1 in place of the foregoing steps S121 to 123. However, thesesteps are provided for applying this embodiment to the case in which theformation time period of each frame image is longer than the frameperiod. The case in which the formation time period of the frame imageis longer than the frame period will be described in connection withsecond and third embodiments.

It is then decided (at step S124) whether or not a key for instructingthe high-speed mode (as will be called the “high-speed mode key”) isdepressed by the player. When this high-speed mode key is depressed, akey signal indicating the high-speed mode is input from the input device30. This decision is made by deciding the key signal. This key can beexemplified by a suitable key disposed in the input device 30 (FIG. 1),such as a key called the “R2 key” in some game devices. When thehigh-speed mode key is depressed, a high-speed mode setting routine S200is executed.

In the high-speed mode setting routine S200, as shown in FIG. 9, it isdecided (at step S201) whether the acceptable speed-changing mode bit 94is at 1 or 0. When the acceptable speed-changing mode bit 94 is at 1,the quadruple speed can be utilized so that the value of the gameprogress data 93 (FIG. 6) is changed (at step S202) to the quadruplevalue (e.g., 4). Moreover, the tempo-changing mode flag 84 (FIG. 6) ischanged to 2 (at step S203). This value 2 indicates that the musicalcomposition should be played at a tempo that is four times as high asthe ordinary tempo.

When the acceptable speed-changing mode bit 94 is decided to be 0 atstep S201, the double speed can be utilized so that the value of thegame progress data 93 (FIG. 6) are changed (at step S204) to the doublevalue (e.g., 2). Moreover, the tempo-changing mode flag 84 (FIG. 6) ischanged to 1 (at step S205). This value 1 indicates that the musicalcomposition should be played at a tempo that is two times asfast as theordinary [one] tempo.

Reverting to FIG. 8, when the high-speed mode key is not depressed, itis decided (at step S125) whether or not the key for instructing thelow-speed mode (as will be called the “low-speed mode key”) isdepressed. When this low-speed mode key is depressed, a key signalindicating the low-speed mode is input from the input device 30. Thisdecision is made by decoding the key signal. This key can be exemplifiedby a suitable key disposed in the input device 30 (FIG. 1), such as akey called the “L2 key” in some game devices. When the low-speed modekey is depressed, a low-speed mode setting routine S300 is executed.

In the low-speed mode setting routine S300, as shown in FIG. 10, animage formation skipping routine S310 and a tempo-changing mode flagroutine S320 are sequentially executed. In this embodiment, the periodfor forming the frame image is elongated in the low-speed mode.Specifically, the formation of the frame image is skipped apredetermined number of times. The image formation skipping S310 is astep for skipping the image formation until the number of skips reachesa target value.

In order to execute the quarter speed, one frame image is formed for atime period to form four frame images. In order to execute the halfspeed, one frame image is formed for a time period to form two frameimages. The reset counter 95 is sequentially set with the countednumbers of vertical synchronizing signals produced during the skips.Therefore, it can be said that the value of the reset counter 95 iscounted at the unit of frame period from the time period for which theimage formations are skipped.

At the image formation skip S310, more specifically, it is decided atfirst (at S311) whether the acceptable speed-changing mode bit 94 is at1 or 0. When the acceptable speed-changing mode bit 94 is at 1, that is,when the quarter speed can be utilized for the frame image to be formed,it is decided (at step S312) whether or not the value of the resetcounter 95 (FIG. 6) has already reached the target skip number 3. Whenthe acceptable speed-changing mode bit 94 is at 0, that is, when thehalf speed can be utilized for the frame image to be formed, it isdecided (at step S313) whether or not the value of the reset counter 95has already reached the target skip number 1.

When it is decided at Decision step S312 or S313 that the value of thereset counter 95 has not reached the target value, the game progressdata 93 are reset to 0 (at step S314). When the game progress data 93have the value 0, the main processing routine S100 is so constructed asto skip the formation of the frame image, as will be described later.

After this, the reset counter 95 is incremented by 1 (at step S315).When it is decided at the decision of step S312 or S313 that the resetcounter 95 has already reached the target value, the reset counter 95 isset to 0 (at step S316). At this time, the value of the game progressdata 93, as determined at the game progress/musical tempo determinationS120, or 1 in this case, is used as-is in the later processing.

Thus, the image formation skip S310 is ended, and the tempo-changingmode flag change S320 is executed. Here, it is decided (at step S321)whether the acceptable speed-changing mode bit 94 is at 1 or 0. When theacceptable speed-changing mode bit 94 is at 1, the quarter speed can beutilized for the frame image to be formed, and the tempo-changing modeflag 84 (FIG. 6) is changed to −2 (at step S322). This value −2indicates that the musical composition should be played at a quarter ofthe speed of the ordinary tempo. When the acceptable speed-changing modebit 94 is at 0, the half speed can be utilized for the frame image to beformed, and the tempo-changing mode flag 84 is changed to −1 (at stepS323). This value −1 indicates that the musical tempo should be changedto one half of the ordinary tempo.

In the low-speed mode, as seen from the description thus far made, atstep S310 (image formation skip process), the game progress data 93 areset to 0 so that the formation of the frame image may be interrupteduntil the skip number reaches the skip target value. When the skipnumber reaches the skip target value, the value is returned to 1, ascalculated at step S121 (FIG. 8) in the game progress/musical tempodetermination S120. The tempo-changing mode flag 84 is kept at the value−2 (for the quarter speed) or −1 (for the half speed).

Reverting to FIG. 8, when neither the high-speed mode key nor thelow-speed mode key is depressed, the tempo-changing mode flag 84 (FIG.6) is set to 0 (for the ordinary tempo) (at step S126). In this case,this flag has already been set at 0 at the initialization S110, but stepS126 is provided for resetting the tempo-changing mode flag 84 to 0 whenthe formation of a new frame image is started after the end of thehigh-speed mode or the low-speed mode. Thus, the operations of the gameprogress/musical tempo determination S120 are ended.

Reverting to FIG. 7, at the main processing routine S100, afterexecution of the game progress/musical tempo determination S120, it isdecided (at step S127) whether or not the game progress data 93 are at0. This data value 0 occurs when the low-speed mode is instructed by theplayer, as has already been described. The flow of the main processingroutine S100 in this low-speed mode will be described later.

When in the ordinary mode or when the high-speed mode is instructed bythe player, the game progress data 93 have the value 1 (in the ordinarymode) or 4 or 2 (in the high-speed mode), as has already been described,after the execution of the game progress/musical tempo determinationS120.

When it is decided at step S127 that the game progress data 93 are notat 0, the game is progressed at S130. Here, the progress of the game iscontrolled. Specifically, the scenes indicating partial flows of thegame are switched. In response to the operation input of the player, forexample, it is decided whether or not the fight is to be started. Whenthe fight is to be started, the processing therefor is executed, and thescene for the processing is selected.

Here during the execution of the fight, it is decided at the gameprogress S130 whether or not the player character has been defeated inthe fight against the enemy character. If the player character has beendefeated in the fight against the enemy character, the main processingroutine S100 processes the game-over and is ended. However, the detailof this decision of the defeat of the player character has no relationto the invention so that its detailed description will be omitted. InFIG. 9, on the other hand, the processing for ending the main processingroutine S100 at the game-over is not shown for simplicity. At the timeof switching the scenes, on the other hand, the value according to thescene is set in the acceptable speed-changing mode bit.

An object action processing routine S140 and a next drawing S150 occupya main portion of the processing for forming each frame image. At theobject action processing S140, of a series of frame images constitutingthe scene selected at the game processing S130, there are determined theposition and the direction of the moved objects contained in the frameimage to be subsequently formed.

As shown in FIG. 11, more specifically, one of those objects is selected(at step S141), and is discriminated (at step S142) according to areference present for the object discrimination. Specifically, theselected object is discriminated on whether it is an object of complexmotions such as a character object or another object.

If not the character object, the action of the object for the frameperiods of the number equal to the value of the game progress data 93 iscalculated (at step S145). Specifically, the value indicating the action(i.e., the changes in the movement and direction) of one frame period ismultiplied by the value of the game progress data. This result is addedto the data indicating the original position and direction of theobject. As a result, the positions and directions of the polygons, asconstituting the object after lapse of that period, in the individualvirtual spaces (or world spaces) are determined to form an object modelindicating the object.

In the case of the character object, the object action for one frameperiod is calculated (at step S143). Specifically, the positions anddirections of the polygons, as constituting the character object afterlapse of the period, in the individual virtual spaces are determined toform the object model expressing the character object.

Next, it is decided (at step S144) whether or not the calculations ofstep S143 have been repeated for the frame period indicated by the gameprogress data. If the calculations for the frame period indicated by thegame progress data are not done, the calculation of step S143 is done.If the calculations for the frame period indicated by the game progressdata are done, on the other hand, the routine advances to step S144. Asa result, the calculations of step S143 are repeated by the value of thegame progress data. Thus, there are determined the positions anddirections of the individual objects after lapse of the frame periodequal to the value of the game progress data.

In the case of the character object, the calculations at S143 areperformed for each single frame period because the action of thecharacter may abruptly change for each frame. If the character collidesagainst an obstacle such as a wall after lapse of one frame period, forexample, its position and direction then make large changes. Therefore,the action of the character for one frame period is calculated, andthese calculations are repeated by the value of the game progress data.

In other words, the decision of step S142 is made to decide whether ornot the object should have an action to be calculated for each frameperiod. If others should change their actions for one frame period likethe character, the decision reference could be changed to process theobjects like the character.

All objects are decided (at step S146) on whether or not they have beenprocessed. With an object being left unprocessed, the routine advancesto step S143. If it is decided that the foregoing processing of all theobjects has been ended, the object action processing routine S140 isended. Thus, the positions and directions of all polygons constitutingeach object after the frame period of the number indicated by the gameprogress data 93 was elapsed are determined.

Here in the ordinary mode, the value of the game progress data 93 hasbeen assumed to be at 1 so that the aforementioned step S143 is executedonly once. In the high-speed mode, however, the game progress data 93have the value 4 or 2 so that the calculations of step S143 are repeatedby that value. As a result, the position and direction of the objecthaving been subjected to the object action processing routine S140 areidentical to those of the object for the frame period preceding by theaforementioned value of the game progress data 93 in the ordinary mode.

Reverting to FIG. 7, in the next drawing step S150, on the basis of thepositions and directions determined at the object action processing 140for all the polygons of the individual objects constituting the frameimage to be formed, the image data for displaying those polygons on thescreen are made and are sequentially stored in the not-shown framebuffer disposed in the graphic processing unit 104.

The polygons constituting the object model formed for each object arerendered or perspectively converted, and the shapes and positions of thepolygons constituting the object model are so determined as to expressan object figure to be displayed on the screen of the display apparatus.On the other hand, the object model is texture-mapped to assign colors,patterns and so on to the individual faces of the polygons constitutingthe object.

Thus, drawing data are made for the polygons constituting that objectmodel. The operations thus far described are sequentially executed onthe different polygons constituting one of the objects constituting thescreen. Thus, there is formed a frame image expressing all the objects.

The frame buffer disposed in the graphic processing unit 104 (FIG. 1) iscomposed of a pair of not-shown frame buffers A and B, one of which issequentially stored with the image data of the objects constituting oneframe image formed at the drawing step S150.

After the formation of one frame image was ended, the making of avertical synchronizing signal by the display apparatus 20 (FIG. 1) isawaited (at step S160). When this vertical synchronizing signal is made,it is decided again (at step S161) whether or not the value of the gameprogress data 93 is at 0. In the ordinary mode or the high-speed mode,the value of the data is not at 0, so that the frame buffers areswitched (at step S170) from one to the other. In other words, the otherof the paired frame buffers is selected as one for storing the nextframe image. As a result, there is displayed the last frame when theframes of the number determined according to the value set in the gameprogress data are processed. The graphic processing unit 104 transmitsthe frame image, as newly stored in the one frame buffer, to the displayapparatus 20 and displays it on the screen of the same in synchronismwith the vertical synchronizing signal after the formation of the frameimage was ended.

In the ordinary mode or the high-speed mode, the operations from thegame progress/musical tempo determination S120 to the frame bufferswitching step S170 are then repeated to form the succeeding frameimages likewise sequentially.

When the game progress/musical tempo determination S120 is repeated,more specifically, the difference between the value of the real-timecounter 91 and the value of the image formation starting time data 92 iscalculated at step S121, as shown in FIG. 8. This difference expressesthe period from the instant when the vertical synchronizing signal justbefore the formation start of the formed frame image to the instant whenthe first vertical synchronizing signal is produced after the end of theformation of the frame image, at the unit of frame period. This periodcan be said to express the formation time period of the formed frameimage. Therefore, the aforementioned difference expresses the formationtime period of the formed frame image at the frame period unit. Thisvalue is assumed in this embodiment to be 1.

This formation time period of the frame image is set as-is in the gameprogress data 93, as has been described before. These data 93 areemployed either as they are or as the data indicating the progress ofthe next frame image at the formation time of the frame image, afterquadrupled or doubled if the high-speed mode key is depressed, in theobject action processing routine S140 by the method described before.Moreover, the value of the real-time counter 91 is set in the imageformation starting time data 92. These updated data 92 indicate theformation starting time of the next frame image at the frame periodunit.

After this, the image data expressing the next frame image are storedlike before in the other of the paired frame buffers by the gameprogressing step S130, the object action processing step S140 and thedrawing step S150.

The operations thus far described are executed sequentially on a seriesof succeeding frame images so that the series of image data expressingthe frame images are stored alternately in the paired frame buffers.

In parallel with these formations of new frame images, from the othersdifferent from the frame buffers for storing the frame images beingformed, there are read out the frame images which are recently stored inthe other frame buffers, and these read frame images are displayed bythe display apparatus 20. When a group of frame images in sequence havea formation time equal to one frame period, therefore, the display ofthese frame images are switched for every period. In the ordinary mode,the game progress of those frame images is equal to the value estimatedby the game program so that the game progresses on the screen at aprogressing speed estimated by the game program.

While the high-speed key is being depressed, however, the game progressof those frame images is determined to be four or two times as long asthat estimated by the game program. As a result, only the last frameimage when the frame images are formed by the game progress is displayedafter one frame period. On the screen, therefore, the game progresses ata speed of four or two times as high as the progressing speed estimatedby the game program. Thus, the actions of the ordinary mode or thehigh-speed mode are realized.

Reverting to FIG. 7, in the low-speed mode, the game progress data 93are changed to 0 by the game progress/musical tempo determination S120in the main processing routine S100. After the decision step S127,therefore, the steps from the game progressing step S130 to the drawingstep S150 are skipped, and a standby signal for awaiting the productionof the vertical synchronizing signal is produced at step 160.

If the vertical synchronizing signal is produced, it is decided again atstep S161 whether or not the game progress data 93 are at 0. In thiscase, the game progress data 93 are at 0 according to the assumption sothat the processing returns to the game progress/musical tempodetermination S120 without executing the frame buffer switching stepS170. Thus, the formations of the frame image are skipped.

Since the frame buffer switching step S170 is not executed, the graphicprocessing unit 104 (FIG. 1) feeds the display apparatus 20 repeatedlywith the frame images which have been displayed, in synchronism with thevertical synchronizing signal so that the frame image being displayed iscontinuously displayed.

When the target value of the skip numbers is 3, the operations thus fardescribed are repeated three times at each production of the verticalsynchronizing signal until the skip number reaches the target value. Ateach skip, the reset counter 95 is incremented by 1 (at step S315 (FIG.10)). When the target value of the skip numbers is 1, the skip numberreaches the target value when the foregoing operations are onceexecuted.

In any case, when the game progress/musical tempo determination S120 isexecuted after the skip number reached the target value, the gameprogress data 93 determined at the step S122 (FIG. 8) of thatdetermination are not reset but employed as the game progress data ofthe frame image to be made as they are. In this case, this value isat 1. The reset counter 95 is reset to 0 (at step S316 (FIG. 10)).

In this case, at the main processing routine S100, the progressing stepS130, the object action processing step S140 and the drawing step S150are executed after the game progress/musical tempo determination S120,and the production of the vertical synchronizing signal is awaited (atstep S160). When the vertical synchronizing signal is produced, theframe buffer switching step S170 is also executed.

Thus, there is formed an image having a new, ordinary game progress.After all, only one frame is produced for the four frame periods or forthe two frame periods so that the video game is displayed on the screenof the display apparatus at the game progressing speed of quarter orhalf the speed of the ordinary game progress speed.

The changes of the frame images formed and displayed by the foregoingsteps will be described more specifically by using the time charts ofthe several signals shown in FIGS. 12 and 13.

In these Figures, reference letters Q1, Q2 and so on indicate examplesof the frame images formed at the drawing step S150. The time periodsfor which the frame images Q1, Q2 and so on are formed are shown tocorrespond to the frame buffer A or B in which the individual frameimages are stored. Numerals, as parenthesized over the periods for whichthe individual frame images are formed, indicate the values of the gameprogress data 93 which are employed for forming the frame images.

The periods, for which the individual frame images are displayed on thedisplay apparatus 20, are arrayed on a common line independently of theframe buffers from which the frame images are to be red out. Thenumerals, as parenthesized over the periods for which the individualframe images are displayed, indicate the values of the game progressdata 93 which were used for forming the frame images.

In FIG. 12, it is assumed that the image formation starting time data 92(FIG. 6) are initialized to 0 before time T1 by the initialization S110,and that the real-time counter 91 (FIG. 6) is set to the initial value 1in response to the vertical synchronizing signal produced at time T1.After this, moreover, the difference between the value 1 of thereal-time counter 91 and the value 0 of the image formation startingtime data 92 is calculated at the game progress/musical tempodetermination S120.

This difference indicates the formation time period of the precedingframe image and takes the value 1 in this case. This value is determinedas the initial value of the game progress data 93. In the ordinary mode,the game progress data 93 are used as the game progress data of theframe image to be formed.

After this, the progress of the game is controlled by the gameprogressing step S130, and the actions of all the objects constitutingthe first frame image Q1 are calculated in the object action processingstep S140 in accordance with the value 1 of the game progress data 93.On the basis of this result, the image data indicating the first frameimage Q1 are stored in one frame buffer A by the drawing step S150.

Here, the formation time period of the first frame image Q1 is assumedto be within one frame period. Before time T2 when the next verticalsynchronizing signal is produced, therefore, the formation of the frameimage Q1 is ended, and the vertical synchronizing signal awaiting signalis set by the vertical synchronizing signal awaiting step S160 (FIG. 7).When the new vertical synchronizing signal is produced at time T2, theframe buffer switching step S170 (FIG. 7) is executed, and the framebuffer for storing the frame image to be subsequently formed is switchedinto the other frame buffer B.

After this, before the formation of the next frame image Q2, the gameprogress/musical tempo determination S120 is executed to update both thereal-time counter 91 and the image formation starting time data 92 to 2.The game progress data 93 are also updated but to 1 according to theassumption. Thus, it is decided that the next frame image Q2 is alsoformed like the frame image Q1 on the basis of the value 1 of the gameprogress data 93.

Here, it is also assumed that the formation time period of the frameimage Q2 is within one frame time period. Therefore, the value of thegame progress data 93 for a next frame image Q3 remains at 1. In thefollowing, it is further assumed that the frame image Q3 is likewiseformed on the basis of the value 1 of the game progress data 93.

When the vertical synchronizing signal awaiting signal is setindividually before times T3 and T4 so that the vertical synchronizingsignal is produced individually at times T3 and T4, the real-timecounter 91 is sequentially updated to 3 and 4, and the image formationstarting time data 92 are also sequentially updated to 3 and 4. The gameprogress data 93 are also updated at the individual times but remain at1.

Thus, the frame images Q2 and Q3 are sequentially stored in the framebuffers B and A. At time T2, the formation of the frame image Q1 hasbeen ended so that the frame image Q1 is displayed from time T2. Theimage Q3 is displayed from time T3. Likewise, the frame Q3 is displayedfrom time T4.

It is seen from the diagrams that the display switching occurs on theframe images Q1 to Q3 for one frame period. When the frame images havingthe game progress data 93 at 1 are thus continued, the individual frameimages are displayed in the ordinary mode for only one frame period asin the prior art. Therefore, these images display the game at the gameprogress speed estimated by the game program.

Now, it is assumed that the high-speed mode key is depressed by theplayer continuously from the midway of times T3 and T4 to the midway oftimes T7 and T8. The game progress data 93 of a frame image Q4 theformation of which is started from time T4 are quadrupled or doubled bythe game progress/musical tempo determination S120, as has beendescribed before. Here, it is assumed that the game progress data 93 isquadrupled to 4.

The frame buffer to be stored with the image Q4 is the frame buffer B.When the drawing step S150 for the frame image Q4 is ended, the verticalsynchronizing signal awaiting signal is produced before time T5. Whenthe vertical synchronizing signal is produced at T5, the frame buffersare switched. The game progress data for a next frame image Q5 arelikewise changed to 4. The game progress data 93 for succeeding frameimages Q5 and Q6 are likewise changed to 4.

Thus, frame images Q4 to Q7 are formed for the period from time T4 totime T7, for which the high-speed mode key is being depressed by theplayer, to have a game progress increased by four times.

The frame images Q4 to Q7 are stored sequentially in the frame buffersB, A, B and A. At time T5, the formation of the frame image Q4 is endedso that the frame image Q4 is displayed from time T5. The frame image Q5is displayed from time Q6. Likewise, the frame image Q6 is displayedfrom time T7. As a result, by these frame images, there are displayed onthe screen the images which change at the progressing speed of fourtimes as high as the game progressing speed estimated by the gameprogram.

At time T4 when the vertical synchronizing signal is produced at firstafter the high-speed mode key was first depressed by the player for thetime period between times T3 and T4, the image Q4 to be formed ischanged to the image for the high-speed mode and is displayed from timeT5 of the next vertical synchronizing signal. As a result, the screen isinstantly changed after the player's operation.

On the other hand, it is assumed that the player continues to depressthe low-speed mode key in place of the high-speed mode key for the timeperiod midway between times T7 and T8 to times T19 and T20. It isfurther assumed that the value of the acceptable speed-changing mode bit94 is 1 so that the quarter-speed action can be used. In the low-speedmode, there is executed the low-speed mode setting step S300 in the gameprogress/musical tempo determination S120 (FIG. 8). At this step, thegame progress data 93 are reset to 0 by the target times by the imageformation skipping step S310 (FIG. 10).

For the frame period starting at time T8, more specifically, the resetcounter 95 has already been reset to 0. The game progress data 93 forthis period are reset to 0. The reset counter is incremented by 1. Thegame progress data 93 is at 0 so that no image is formed for this frameperiod. However, the vertical synchronizing signal awaiting signal isproduced.

Similar operations are made for the next frame period to start from timeT9. Here, the reset counter 95 is incremented by 2. Likewise, for theframe period starting at time T10, the reset counter 95 is incrementedby 3.

For the frame period to start from time T11, the reset counter 95 hasalready taken the value 3 so that the image formations are not skipped.In other words, the value 1 determined at step S122 in the gameprogress/musical tempo determination S120 is employed as it is as thegame progress data. The reset counter 95 is reset to 0 for this frameperiod. Thus, an image Q8 is formed for the frame period from time T11and is stored in the frame buffer B so that it is displayed from timeT12. The image Q7 is repeatedly displayed until time T12.

Likewise, a next image Q9 is formed by using the game progress data 93at the value 1 for the time period from time T15 to time T16 in the fourframe periods from time T12 to time T16 and is displayed from time T16.The image Q8 is displayed over the four frame periods from time T12 totime T16.

A next image Q10 is formed by using the game progress data 93 at thevalue 1 for the time period from time T19 to time T20 in the four frameperiods from time T16 to time T20 and is displayed from time T20. Theimage Q9 is displayed over the four frame periods from time T10 to timeT20.

Thus, in the low-speed mode, the frame image having the value 1 of thegame progress data 93 is formed every four frame periods and isdisplayed over the four frame periods. Therefore, the game can progresson the screen at a progressing speed of one quarter as high as that ofthe ordinary mode.

At and after time T8 at which the vertical synchronizing signal isproduced at first after the low-speed mode key was depressed by theplayer for the period from time T7 to time T8, on the other hand, theimage Q8 is formed after the four frame periods and is continuouslydisplayed for the four frame periods. As a result, the screen is changedto one for the low speed with a short delay after the keying operationof the player.

It is assumed that the player interrupts the operation of the low-speedmode key midway between time T19 and time T20. In this ordinary mode,the game progress data 93 determined at step S122 in the gameprogress/musical tempo determination S120 (FIG. 8) are used as they areto form the frame image. For a group of frame periods to start from timeT20, more specifically, frame images Q11, Q12, Q13 and Q14 areconsecutively formed and are individually displayed after one frameperiod. As a result, the display in the ordinary mode is realized again.

Here, the pattern of the display of the image at the double speed or atthe half speed is apparent from the example of the images at thequadruple speed and the quarter speed so that it is not shown in FIGS.12 and 13.

Now, in the case of the player's operation shown in FIGS. 12 and 13, theplay of a music changes, as will be described in the following. Theimages Q1 to Q3 are those which are displayed in the ordinary mode. Thetempo-changing mode flag 84 takes the value 0 for the period from timeT2 to time T4, for which the music is played at the ordinary tempo.

At time T4 when the first vertical synchronizing signal after thehigh-speed mode key was depressed by the player for the period from timeT3 to time T4 is detected, the tempo-changing mode flag 84 is changed tothe value for the high-speed mode. In the cases of FIGS. 12 and 13, theacceptable speed-changing mode bit 94 is assumed to be at 1 so that thetempo-changing mode flag 84 is changed to 2. This value is kept untiltime T8 at which the first vertical synchronizing signal is detectedafter the low-speed mode key was depressed in place of the high-speedmode key for the period from time T7 to time T8. As a result, the musicis played at the high-speed tempo (e.g., at the quadruple tempo) fromtime T4.

It is at time T5 when the first image Q4 of the quadruple speed isdisplayed, but the tempo-changing mode flag 84 is changed instantly fromtime T4, as has been described before. If the game program demands theplay of the music in this moment, the music is played at the quadruplespeed. For the period from time T5 to T6, there is displayed the imageQ4 which was formed in the ordinary mode.

Meanwhile, therefore, the music and the displayed image do not match inthe modes, but the period for this discrepancy is one frame period,which raises no serious problem against the player. If the music werechanged to the high-speed tempo just after the high-speed mode key wasdepressed, the player would rather be caused to feel as if the keyoperation was instantly reflected on the progress of the game.

At time T8 after the low-speed mode key was depressed in place of thehigh-speed key by the player for the period from time T7 to time T8, thefirst vertical synchronizing signal is detected, and the tempo-changingmode flag 84 is changed to −2. The music is played at the low-speedtempo (e.g., at the quarter tempo).

After not only the low-speed mode key but also the high-speed mode keywere opened for the period between time T19 and time 20, the firstvertical synchronizing signal is detected at time T20. Until this timeT20, the value of the tempo-changing mode flag 84 is kept at −2. For theperiod from time T8 to time T20, therefore, the music is played in thelow-speed mode, e.g., at the quarter speed in this case.

It is at time T13 that the first image Q8 at the quarter speed isdisplayed, but the tempo-changing mode flag 84 is changed instantly fromtime T8, as has been described before. If the game program demands theplay of music in this moment, the music is played at a quarter speed.

The image for the quadruple speed is displayed over four periods for theperiod from time T8 to time T12 so that the game progresses on thescreen at the low speed from time T8. As a result, it desirablycorresponds to the mode of the displayed image that the tempo-changingmode flag 84 is instantly changed from time T8.

When both the high-speed mode key and the low-speed mode key are openedfor the period between time T19 and time T20, the tempo-changing modeflag 84 takes the value 0 from time T20 so that the music is played atthe ordinary tempo.

In this embodiment, the change of the play tempo of the music foroutputting sound effects is realized in the following manners. In thecase of a musical composition expressed by the score shown in FIG. 14,each quarter note is vocalized for 0.5 seconds in the ordinary tempo, asshown in FIG. 15. At the quadruple-speed tempo, each quarter note isvocalized for one quarter period (i.e., 0.125 seconds) of thevocalization time at the ordinary mode. At the double-speed tempo, eachquarter note is vocalized for one half period (i.e., 0.25 seconds) ofthe vocalization time at the ordinary mode. At the half-speed tempo,each quarter note is vocalized for a double period (i.e., 1.0 second) ofthe vocalization time at the ordinary mode. At the quarter-speed tempo,each quarter note is vocalized for a quadruple period (i.e., 2.0 second)of the vocalization time at the ordinary mode.

FIG. 16 tabulates vocalization times of the quarter note and the eighthnode at the various tempos. The remaining notes are also changed in thevocalization times at the ordinary tempo in accordance with the modes.In this embodiment, as will be described later, the standard tempo dataat the ordinary tempo are changed according to the values of thetempo-changing mode flag 84 so that the vocalization times may bedetermined according to the values of the tempo data changed.

The plurality of musical compositions to be used in the video game areindividually stored as sound data in advance in a sound data region 103e (FIG. 6) in the RAM 103. An identifier ID1 (81 a) is added to thesound data 81. Likewise, identifiers ID2, ID3, - - - , and so on areadded to the sound data 82, 83, - - - , and so on, respectively. Whenthe individual sound data are to be used, the corresponding identifiersare designated.

When an interruption occurs, there is started a sound reproductionroutine S400, as shown in FIG. 17. This routine is started for aconstant period even after the main processing routine S100 was started.The interruption for the sound reproduction is made for every constantperiods, e.g., at each two hundreds fortieth seconds. When theoccurrence of the interruption is detected, the sound reproductionroutine is started to decide (at step S402) whether or not the demand ofa musical composition is demanded.

This demand for the reproduction of the composition is made at theaforementioned game progressing step S130 (FIG. 7) suitably inaccordance with the progress of the game. In the absence of this demand,the routine returns to step S402, at which the occurrence of theinterruption is awaited again. In the presence of the demand for thereproduction of the composition, it is decided (at step S403) whether ornot the composition designated by the demand is a new one different fromthe composition being reproduced.

If the demanded composition is different from that being reproduced, thesound data corresponding to the demanded composition are read (at stepS404) from the sound data region 103 e (FIG. 6) of the RAM 103. If thedemanded composition is identical to that being reproduced, the sounddata corresponding to that composition and having already being read areused as they are.

Next, the tempo data are processed (in routine S405). In this tempoprocessing, the standard value of the tempo data is changed according tothe value of the tempo-changing mode flag 84 (FIG. 6) to determine newtempo data. The standard value of the tempo data is exemplified by 120and is used as it is as the tempo data in the ordinary mode.

In this tempo processing routine S405, more specifically, it is decided(at step S451) whether or not the value of the tempo-changing mode flag84 is at 0 (or the ordinary mode). If this value is 0, no processing ismade. If the value of the tempo-changing mode flag 84 is not 0, it isdecided (at step S451) which of 2, 1, −2 and −1 the value is.

Next, when the value of the tempo-changing mode flag 84 is at 2, thetempo data 120 is multiplied by 4 for the quadruple speed (at step S453)so that the value 480 is obtained as the tempo data. When the value ofthe tempo-changing mode flag 84 is at 1, the tempo data 120 ismultiplied by 2 for the double speed (at step S454) so that the value240 is obtained as the tempo data. When the value of the tempo-changingmode flag 84 is at −1, on the other hand, the tempo data 120 ismultiplied by ½ for the half speed (at step S455) so that the value 60is obtained as the tempo data. When the value of the tempo-changing modeflag 84 is at −2, the tempo data 120 is multiplied by ¼ for the quarterspeed (at step S456) so that the value 30 is obtained as the tempo data.

After the tempo data processing routine (at step S405), on the basis ofthe new tempo data obtained, the tempo is changed, and the read sounddata are reproduced, so that the demanded composition is reproduced (atstep S406). Specifically, each of the vocalization times t of the notescontained in the sound data is changed according to the followingFormula (1):t=Vocalization Time in Ordinary Tempo×(120/Tempo Data)  (1).

The vocalization times of the several notes are tabulated for thevarious modes in FIG. 16.

Embodiment 2 of the Invention

In the first embodiment, it has been assumed that the formation timeperiod of each frame image is one frame period. However, the methoddisclosed in the first embodiment can also be applied to a video game inwhich the formation time period of each frame image is over multipleframe periods such as two frame periods or three frame periods.

When the formation time period of each frame image is two frame periods,for example, these two frame periods are required for forming each frameimage so that the switching of the display in the display apparatus 20occurs substantially every two periods. If the game progress of eachgame progress is twice as long as the game progress estimated by thegame program, therefore, the game progress of each frame image theprogressing speed of the game on the screen is identical to thatestimated by the game program.

When the formation time period of each frame image is two frame periods,the game progress data, as detected at step S121 in the aforementionedgame progress/musical tempo determination S120 (FIG. 8), takes the value2. According to the foregoing embodiment, in the ordinary mode, the gameprogress of each frame image is 2. In the ordinary mode, therefore, theprogressing speed of the game on the screen is equal to that estimatedby the game program. Thus, even when the formation time period of eachframe image is two frame periods, the foregoing embodiment can beemployed as it is in the ordinary mode.

In the high-speed mode, the game progress of each frame image may be aproduct of the value at the ordinary time and the increasing rate of theprogressing speed. In order to realize the quadruple speed, for example,the game progress of each frame image may be eight times as high as thatestimated by the video game.

In the game progress/musical tempo determination S120 having beendescribed in the first embodiment, when the formation time period ofeach frame image is two frame periods, the game progress of the frameimage to be formed is changed to 8 at step S202 in the high-speed modesetting routine 200. When the formation time period of each frame imageis two frame periods, therefore, even in the high-speed mode, the firstembodiment can be employed as it is including that high-speed modesetting routine 200.

When the formation time period of each frame image is two frame periods,in order to realize the low-speed mode, the number of times of skippingthe image formations may be three or one as in the case in which theformation time period of each frame image is one frame period. However,the formation time period of one frame image is two frame periods, andthe reset counter 95 is incremented in proportion to the number of thevertical synchronizing signals in the skipping operation so that thetarget value of the reset counter 95 at step S312 or S313 (FIG. 10) hasto be twice as large as the value 3 or 1 in the first embodiment.

After all, the target value of the reset counter 95 may be determined independence upon the value of the frame formation time period, asdetected at step S121 in the game progress/musical tempo determinationS120.

When the acceptable speed-changing mode bit 94 is at 1 in the imageformation skipping step 310 (FIG. 10) so that the quarter speed can beused, more specifically, the skip target value to be compared at stepS312 with the value of the reset counter 95 may be given by thefollowing Formula:Skip Target Value=Frame Image Forming Time Period×3  (2).

When the acceptable speed-changing mode bit 94 is at 0 so that the halfspeed can be employed, the skip target value to be compared at step S313with the value of the reset counter 95 may be given by the followingFormula:Skip Target Value=Frame Image Forming Time Period×1  (3).

In either Formula, the formation time period of the frame image employsthe value which is expressed at the unit of the frame period.

In this embodiment, the first embodiment is thus changed and employed.In other words, this embodiment is different from the first embodimentonly in the setting of the aforementioned skip target value. In thisembodiment, the low-speed mode can be employed even when the formationtime period of each frame image is two frame periods.

Specifically, there are exemplified in FIG. 18 the formations and thedisplay changes of the frame image having the formation time period oftwo frame periods. Here is sequentially formed the frame image R1 or R4.The formation time period of each frame image is assumed to be the twoframe periods.

The time period for each frame image to be formed is described tocorrespond to one of the paired frame buffers to be stored with theframe image. The numerals, as parenthesized over the periods for whichthe individual frame images are formed, indicate the values of the gameprogresses of the frame images. The numerals indicating the individualframe images are arrayed on a common line. The numerals, asparenthesized over the periods for which the individual frame images aredisplayed, indicate the values of the game progresses of the frameimages.

As seen from FIG. 18, in the ordinary mode, if the frame images areformed by using the game progress twice as high as that per frameperiod, as estimated by the video game, the game progressing speedexpressed by the series of frame images displayed is the ordinaryprogressing speed estimated by the video game.

In the high-speed mode, in the case of the quadruple speed, if the frameimages are formed by using the game progress of four times as high asthat used in the ordinary mode (hence, the game progress of eight timesas high as the game progress estimated by the video game), the gameprogressing speed expressed by the series frame images displayed is fourtimes as high as that estimated by the video game.

In the low-speed mode, in the case of the quarter speed, if the frameimages are formed for every eight frame periods by using the gameprogress of four times as high as that used in the ordinary mode (hence,the game progress of two times as high as the game progress estimated bythe video game), as it is, the game progressing speed expressed by theframe image series displayed is one quarter as high as that estimated bythe video game.

As apparent from the description made thus far, this embodiment can alsobe applied to the case in which forming time period of each frame imagetakes another value such as the three frame periods. It is, therefore,found that this embodiment can also be applied to the case in theformation time period of each frame image is 1, 2, 3 or more frameperiods.

As having already been described, the image formation starting time data92 to be used at step S121 (FIG. 8) indicate the formation starting timeof the frame image which was formed just before the frame image to besubsequently formed. Therefore, the difference calculated at step S121expresses the formation time period of the immediately preceding frameimage at the frame period unit. In the first and second embodiments, itis assumed that the formation time periods of the consecutive frameimages are equal if metered at the frame period unit.

At step S122, therefore, the formation time period of the immediatelypreceding frame image is employed as it is as the formation time periodof the frame image to be subsequently formed, and the value of the gameprogress of the frame image to be subsequently formed is equalized tothe formation time period of the frame image.

As a result, even if the formation time period of the frame image is anyof one to three frame periods or another frame period, as has beendescribed in this embodiment, it is possible to form the frame imagewhich displays the game at the progressing speed estimated by theprogram in the ordinary mode.

In the high-speed mode, moreover, the product between the game progressof the frame image thus determined and the speed increasing rate is usedas the game progress of the frame image to be formed so that the gamecan be progressed at the speed of the same times independently of theformation time period of the frame image.

In the low-speed mode, moreover, if the number of times to skip theimage formation in accordance with the foregoing Formula 2 or 3 isdetermined on the basis of the value of the game progress data 93determined at step S122, the game can be progressed at the same speedreducing rate independently of the formation time period of the frameimage.

Embodiment 3 of the Invention

The second embodiment can also be applied to the case in which theformation time periods of the individual frame images constituting thevideo game take the value of one frame period or another (e.g., greater)number of frame periods, if sequential formation time periods are equalto each other.

It is the object action processing step S140 and the drawing step S150,as have already been described, that highly dominate the formation timeperiod of the frame image. If the number of objects contained in theframe images even in the same game changes, the total number of polygonsto be processed by those steps so that the formation time periods of theframe images highly change among the frame images.

In the case of the frame image containing about three characters, forexample, the image forming time period may reach three frame periods. Incase the number of characters contained in the frame image is one, onthe other hand, the image forming time period may be one frame period.It frequently happens that the frame images required to have differentformation time periods are contained in the same game.

For this video game, therefore, it is desired that the game progressingspeed can be changed according to the operation of the player. However,the second embodiment can be employed in the video game in which frameimages of different formation time periods are included.

In such a video game, too, many consecutive frame images are generallyformed for the same time period. Specifically, these frame imagesinclude a series of frame images having an image forming time period ofone frame period, and a series of frame images having an image formingtime period of two frame periods.

Considering such a video game, at step S122 (FIG. 8), the formation timeperiod, as metered at step S121, of the immediately preceding frameimage is employed as a value for estimating the formation time period ofthe frame image to be subsequently formed, and the game progress of thenext frame image is deemed to be equal to the value for estimating theformation time period of the frame image to be subsequently formed.

For the series of frame images having the same formation time period,the predicted values of the formation time periods of the individualframe images are correct. The second embodiment can be applied to thecase in which the formation time periods of the individual frame imagesis the one frame period or another (e.g., greater) number of frameperiods. Therefore, the second embodiment can realize the ordinary mode,the high-speed mode and the low-speed mode correctly for theaforementioned series of frame images.

In the ordinary mode, more specifically, the predicted value at the unitof the frame period of the formation time period of the frame image tobe subsequently formed is used as the game progress of the frame image.As a result, there is formed the frame image for displaying the game inthe ordinary mode independently of the formation time period of theframe image.

More specifically, the period for each frame image to be displayeddepends upon the formation period of the next frame image. In otherwords, the display of each frame image is started from the instant whenthe vertical synchronizing signal is produced after the end of theformation of the frame image, and is finished when the verticalsynchronizing signal is produced after the formation of the next frameimage. In short, each frame image is displayed while the next frameimage is being produced. It is, therefore, desired that the gameprogress of each frame image is determined on the basis of the predictedvalue of the formation time period of the next frame image.

However, it can be deduced that each frame image, the frame image justbefore (preceding frame image) and the next frame image are usuallyformed for the same formation time period. Therefore, it can beconsidered that the formation time period of the frame image just beforeeach frame image is not only the predicted value of the formation timeperiod of the frame image but also the predicted time period of the nextframe image. In this embodiment, therefore, it can be said not only thatthe game progress of each frame image is determined by using thepredicted value of the formation time period of the frame image but alsothat the game progress of the frame image is determined by using thepredicted value of the formation time period of the next frame image.

In the high-speed mode, the product between the predicted value of theformation time period of the frame image to be subsequently formed andthe speed multiplier (double, quadruple) is the game progress of theframe image. As a result, the frame image for displaying the game at aspeed of multiple times is formed independently of the formation timeperiod of the frame image.

In the low-speed mode, moreover, the formations of the frame images areskipped by a number of times equal to the product between the predictedvalue of the formation time period of the frame image to be subsequentlyformed and the numeral (e.g., 3 or 1) depending upon the speed “divisor”(quarter or half). As a result, the frame image for displaying the gateat the same low speed independently of the formation time period of theframe image.

Thus, in the second embodiment, it is found that the predicted value ofthe formation time period of the frame image to be subsequently formedis effectively employed.

Here, when the formation time period of the preceding frame image andthe formation time period of the succeeding adjacent frame image aredifferent, the predicted value is incorrect on the formation time periodof the succeeding frame image. For this succeeding frame image,therefore, the aforementioned three modes are not precisely realized,but the period for the frame image to be displayed is over several frameperiods at most so that the player is not especially troubled.

Therefore, the second embodiment can also be applied to the video gamein which the frame images of different formation time periods areincluded. Here, the second embodiment could be so modified as to reducethe influences of the frame images having the aforementioned incorrectpredicted value.

Embodiment 4 of the Invention

The fourth embodiment is different from the foregoing embodiments in themethod of determining the number of frames (or the game progress extend)to be processed at the frame image forming time. In the foregoingEmbodiments 1, 2, and 3, when each frame image is formed, its formationtime period is metered. Moreover, the formation time period metered isused for determining the frame number to be processed at the time offorming a next frame image. In the fourth embodiment, on the other hand,the time period for forming the frame image is estimated on the basis ofthe processing time deemed necessary for forming the frame image. Then,the predicted formation time period is used to determine the number offrames to be processed at the time of forming the next frame image.

Specifically, the methods of the foregoing Embodiments 1, 2, and 3 makeuse of the fact that the formation time periods in the frame periodunits of the actually consecutive frame images are frequently equal. Asa matter of fact, however, the formation time periods of the frameimages temporarily change. For the formation time period of thepreceding frame image, therefore, the succeeding frame image cannotalways be formed. In the Embodiment 4, therefore, the processing time atthe frame image forming time is calculated in advance to determine thegame progress according to the processing time.

As has already been described, the formation time period of the frameimage is the time period necessary for making the image data of a groupof objects contained in the frame image. Therefore, it is also possibleto use a method for predicting the processing time to form the images ofall objects on the basis of the total number of polygons constitutingthe objects.

The processing time for forming the frame image depends highly on thenumber of objects contained in the frame image and the total number ofthe polygons constituting the individual objects. Between the gameprocessing step S130 and the object action processing step S140described already, therefore, the total number of the polygons of theobjects to be used for forming a next frame image may be evaluated, andit is then decided whether or not the individual polygons or theindividual objects will move, so that the operation for predicting theprocessing time (i.e., the amount of required processing) for formingthe frame image on the basis of the counting result and the decidedresult may be made.

The limit value of the processing time for forming the frame imagewithin one frame period is predetermined, and the ratio between thepredicted processing time and the limit value is calculated, so that thecalculated result can be used as the formation time period of the frameimage at the unit of the frame period.

The processing of Embodiment 4 will be described with reference to FIGS.19 and 20. Step numbers in FIGS. 19 and 20 are similar to those of FIGS.7 and 8, respectively, for the operations similar to those of Embodiment1.

FIG. 19 is a flow chart showing a main processing of the game progressin Embodiment 4. After the start of the main processing, aninitialization is executed at first (at step S111). At theinitialization, the tempo-changing mode flag 84 (as shown in FIG. 6) isset to 0. The value 0 of the tempo-changing mode flag 84 indicates thata musical composition should be played at an ordinary tempo. On theother hand, the acceptable speed-changing mode bit 94 (FIG. 6) is setto 1. This value 1 of the acceptable speed-changing mode bit 94indicates that the game can be progressed at quadruple speed and onequarter speed. On the other hand, the game progress data 93 (as shown inFIG. 6) are set to 1. This value 1 of the game progress data 93indicates that the frame image of one frame is formed for one frame timeperiod.

After the end of the initialization, the game is progressed (at stepS130). In this game progress, the moving direction or the like of thecharacter is determined in response to the operation input of theplayer. After the end of the game progress, the game progress/musicaltempo determination is executed (at step S180). In this gameprogress/musical tempo determination, the game progressing time and themusical tempo are determined according to the total number of polygonsto be displayed and the operation input. The determination of the gameprogress/musical tempo in the fourth embodiment will be described indetail.

After the end of the determinations of the game progress/musical tempo,it is decided (at step S128) whether or not the game progress data areat 0. If the game progress data are at 0 (on the YES route of stepS128), the routine transfers to step S160. If the value of the gameprogress data is other than 0 (on the NO route of step S128), on thecontrary, an object action processing is executed (at step S140). Thedetail of this processing is similar to that of Embodiment 1, as shownin FIG. 11. Next, each object is drawn (at step S150). After the end ofdrawing the object, it is decided (at step S160) whether or not thevertical synchronizing signal has been made.

If the vertical synchronizing signal is not produced (on the NO route ofstep S160), the operation of step S160 is repeated. If the verticalsynchronizing signal is produced (on the YES route of step S160), it isdecided (at step S161) whether or not the value of the game progressdata is at 0. If the value of the game progress data is at 0 (on the YESroute of step S161), the routine transfers to step S130. If the value ofthe game progress data is other than 0 (on the NO route of step S161),the frame buffers are switched (at step S170). After the switching ofthe frame buffers, the routine transfers to step S130.

Here will be described the detail of the game progress/musical tempodetermination in the fourth embodiment. FIG. 20 is a flow chart showingthe game progress/musical tempo determinations in the fourth embodiment.This processing is executed after the game progressing (at step S130) inthe main routine of the game.

In the game progress/musical tempo determinations, the predicted valueof the forming time period for forming a frame image next is calculatedat first (at step S181). For example, there is calculated the totalnumber of polygons of objects to be used for forming the frame imagenext. Moreover, the calculated total number of polygons is divided bythe number of polygons to be displayed per one preset frame period (theremainder is carried). The result of this division becomes the predictedvalue of the time period for forming the frame image. This predictedvalue is a prediction how many times of the frame period is required forforming the next frame image.

The calculated predicted value is set in the game progress data (at stepS182). After this, it is decided (at step S124) whether or not thehigh-speed mode key is depressed. If the high-speed mode key isdepressed (on the YES route of step S124), the high-speed mode is set(at step S200). The detail of the high-speed mode setting is similar tothat of Embodiment 1, as shown in FIG. 9. After the end of thehigh-speed mode setting, the routine advances to step S128 of the mainprocessing (as shown in FIG. 19).

If the high-speed mode key is not depressed (on the NO route of stepS124), it is decided (at step S125) whether or not the low-speed modekey is depressed. If the low-speed mode key is depressed (on the YESroute of step S125), the low-speed mode is set (at step S300). Thedetail of this low-speed mode setting is similar to that of Embodiment1, as shown in FIG. 10. After the end of the low-speed setting, theroutine advances to step S128 of the main processing (as shown in FIG.19).

If the low-speed mode key is not depressed (on the NO route of stepS125), the tempo-changing mode flag is set to 0 (at step S126). Afterthis, the routine advances to step S128 of the main processing (as shownin FIG. 19).

The predicted value is set to the game progress data, as has beendescribed hereinbefore, it is determined according to the predictedvalue what frame after the frame image is to be displayed at the displaytiming of the next frame image. Specifically, the number of frames (orthe game progressing time) to be processed at the time of forming theframe image is determined according to the progressing time based on thepolygon number at the frame image forming time.

When the formation time period of the immediately preceding frame imageis used as the predicted value of the formation time period of the nextframe image, as has already been described in connection with Embodiment1, the predicted value may be different from the actual formation timeperiod of the frame image. As a result, when those frame images aredisplayed on the screen, the game progressing speed expressed by theframe images is different from that estimated by the game program.

In embodiment 4, the formation time period of each frame image ispredicted on the basis of the content of the frame image. Thecalculation of the predicted value is performed to make the predictedvalue larger than the value of the actual frame image forming timeperiod so that the formation of the frame image can be prevented fromtaking a longer time than estimated. As a result, it is possible toeliminate the change in the game progressing speed, as might otherwisebe caused by the failure of the prediction.

In FIGS. 21A, 21B and 21C, there are illustrated examples of the changesin the screens, as displayed in the foregoing several embodiments. Inthese Figures, letter T (T is a positive real numeral) indicates theframe period, and images 71, 72, 73, 74 and 75 are schematic imageswhich are formed for one frame period and displayed sequentially byswitching them for the individual frame periods in the ordinary mode. InFIGS. 21A, 21B and 21C, the individual images are indicated by “A”, “B”,“C”, “D” and “E”. As a matter of fact, however, the images displayed aregame images containing characters and so on.

In the ordinary mode, when the image 71 of “A” is formed and displayedat time t1, the image 72 of “B” is formed in parallel with the displayof the image 71, and at time t2 after the image 71 was displayed for oneframe period, the image 72 of “B” is displayed. Likewise, the image 73of “C”, the image 74 of“D”, the image 75 of “E” are consecutivelydisplayed for one frame period.

In the double-speed mode, on the other hand, the image 71 of “A” isformed and is displayed at time t1. When a next image is formed fromtime t1 in parallel with the display of the image 71, the game progressis so determined that the image 73 of “C” to be intrinsically displayedtwo frames before in the ordinary mode is formed. At time t2 after lapseof one frame period from time t1, therefore, the image 73 of “C” isdisplayed. Likewise, the image 75 of “E” is displayed at time t3. Thus,the changing speed of the letter images on the screen is two times ashigh as that of the ordinary mode.

In the half-speed mode, on the contrary, for the one period to startfrom time t1 when the image 71 of “A” was displayed, the game progressis at 0, and the formation of the next image is skipped. At time t2,therefore, no new image is displayed, but the image 71 of “A” iscontinuously displayed. From time t2, the image to be subsequentlydisplayed is formed. In this case, the enlarged image 72 of “B” isformed and displayed from time t3. Thus, at two frame periods after timet1 when the enlarged image 71 of “A” was displayed, the next enlargedimage 72 of “B” is displayed. Likewise, at time t5 when two frameperiods have elapsed after the display of the enlarged image 72 of “B”,the enlarged image 73 of “C” is displayed. Thus, the changing speed ofthe letter images on the screen is one half as high as that of theordinary mode.

In the foregoing several embodiments, as apparent from the descriptionmade thus far, the high-speed mode is realized by changing not theformation period of the series of frame images but the game progress ofthe frame images in response to the operation of the player at the timeof forming the frame images. Moreover, the low-speed mode is realized byskipping the formation[s] of the frame images. As a result, theprogressing speed different from the ordinary one can be realized at thetiming preferred by the player and in quick response to the operation ofthe player. Moreover, the various game progressing speeds can berealized independently of the value of the formation time period of theindividual frame images.

Here, the invention should not be limited to the four embodiments thusfar described but could naturally be suitably corrected or modified inthe embodiments without departing from the gist thereof.

In the four embodiments, for example, in the low-speed mode, there arerepeated the operations in which the image formation is skipped apredetermined number of times and in which one frame image is thenformed. However, the sequence of the skipping and forming operations maybe reversed so that one frame image is formed and the image formation isthen skipped by the predetermined number of times.

According to the method for skipping the image formation to realize thelow-speed mode, the switching period of the image to be displayed iselongated so that the flicker of the image accordingly increases. Thismethod can be replaced by a method in which the game progress of eachimage is reduced without skipping the image formation.

In the case of the frame image having the formation time period of twoframe periods, for example, when the frame image is to be displayed inthe ordinary mode, it may be given a game movement twice as large as thegame progress estimated by the game program, as has been described inconnection with the second embodiment.

In order to reduce the game progressing speed for realizing such frameimage to one half of that in the ordinary mode, the formation period ofthe frame image need not be changed if the game progress of each frameimage is reduced to one half of that in the ordinary mode. In short, thegame progress may be equalized to that estimated by the program.

Thus, the method for realizing the low-speed mode by reducing the gameprogress of the frame image to be formed without any skipping can beapplied to the case in which the formation time period is different fromtwo frame periods and in which the speed increasing rate is differentfrom one half. When the formation time period is one frame period andwhen the speed increasing rate is one quarter, for example, the gameprogress of each frame image may be set to one quarter of the ordinarygame progress.

In the first and second embodiments, therefore, if the quadruplingoperation and the doubling operation for the quadruple speed and thedouble speed are changed into a quartering operation and a halvingoperation, the quarter speed and the half speed can be realized by thesame method as that for realizing the quadruple speed and the doublespeed. On the other hand, the features and effects on the quadruplespeed and the double speed are also retained on the quarter speed andthe half speed. These discussions are likewise applied to the speedsother than the quarter and half speeds.

It is natural that one of the aforementioned quadruple speed and halfspeed may be omitted. Likewise, one of the quarter speed and the halfspeed may be omitted. As in the embodiments, however, it is desired forthe player that the speeds are automatically changed in response to thescreen to be formed.

On the other hand, the times of the speed may be different from those ofthe embodiments. The quadruple speed may be replaced by a higher speedsuch as a quintuple speed. Likewise, the double speed may be replaced bya higher speed such as a triple speed.

Likewise, the quarter speed may be replaced by a lower speed such as aone-fifth speed. Likewise, the half speed may be replaced by a lowerspeed such as a one-third speed.

In the foregoing embodiments, on the other hand, when the game isprogressed at a low speed, the game progress data are held at “0” for aconstant period. By another method, however, the main processing routinemay be interrupted for a constant time period. In the low-speed modesetting routine shown in FIG. 10, for example, the tempo-changing modeflag change S320 is executed without operating the game progress data,and the input of the vertical synchronizing signals of a constant timeis then awaited. In this meantime, the main processing routine isstopped.

If the acceptable changing mode is at 1, one production of the newvertical synchronizing signal is awaited, and the operation of step S127(FIG. 7) of the main processing routine is started when the verticalsynchronizing signal is produced. If the acceptable changing mode is at2, on the other hand, three productions of the new verticalsynchronizing signal is awaited, and the operation of step S127 (FIG. 7)of the main processing routine is started when the third verticalsynchronizing signal is produced. In this case, the operations of stepS127 and step S161 are not required.

Thus, as in the first embodiment, each object is enabled to act at alower speed than that intended by the program.

In the foregoing embodiments, the value of the acceptable speed-changingmode bit 94 is determined according to the kind of the image to beformed by the game program. Without any decision of the player on thekind of the game screen, therefore, a proper speed is automaticallydetermined. This is convenient for the player.

The value of the acceptable speed-changing mode bit 94 may be changed byanother method. For example, this value may be changed according to thescene to which the frame image to be formed belongs. Alternatively, thevalue may be determined with another reference. For example, the valuemay be determined according to the number of characters to appear in theframe image. Alternatively, the value may be determined in dependenceupon the presence or absence of the character in the frame image.

As the case may be, the player may designate the value of the acceptablespeed-changing mode bit. There may be provided a key for the player todesignate the value. Without using the acceptable speed-changing modebit 94, moreover, a group of keys corresponding to different speeds maybe prepared as the high-speed mode keys.

In the embodiments, the formation time period of each frame image ismetered by counting the number of the vertical synchronizing signals tobe produced while the frame image is being formed. However, there can beused another clock signal contained in the computer. In this case, it isgenerally necessary to determine the ratio between the formation timeperiod of each frame image and one frame period.

The computer constructing the game device thus far exemplified in theforegoing embodiments of the invention may be provided with a logiccircuit for executing a partial function of the game program usedtherein. Moreover, this game program may be accordingly changed tochange the method for executing the functions used therein.

In the foregoing embodiments of the invention, the input device and thedisplay apparatus are provided separately from the game device. However,the input device and/or the display apparatus may be integrated with thegame device. Moreover, the recording medium to be used in the gamedevice may be assembled not removably but fixedly in the game device.

The recording medium according to the invention or the recording mediumto be used in the game device according to the invention should not belimited to the CD-ROM but may be any medium that can be read by thecomputer, such as a DVD, a magnetic recording medium, a semiconductormemory or another optical recording medium.

In the foregoing embodiments, the household game device is used as theplatform, but the game device according to the invention may be realizedby using a general-purpose computer such as a personal computer or anarcade game machine as the platform. On the other hand, the game devicemay also be realized by using a communication terminal such as a mobiletelephone, a mobile information terminal or a car navigation system asthe platform.

According to the invention, the game progressing speed of the videogame, as displayed on the screen, can be changed according to theoperation of the player.

What is claimed is:
 1. A non-transitory computer readable recordingmedium having a program recorded for a video game to be executed by acomputer, wherein the program comprises: forming frame imagesconstituting the video game sequentially; displaying the formed frameimages by switching the frame images from a frame buffer; predictingformation time periods of the frame images when the frame images areindividually formed; determining game progress to be made by the frameimages, in dependence upon the formation time periods of the frameimages, as predicted; and changing the determined game progress, inresponse to an operation input by a player, wherein a rate of tempo ofgame music and a rate of formation of the frame images and thedetermined game progress are increased, when the player inputs a firstpredetermined instruction, and wherein the rate of tempo of the gamemusic and the rate of formation of the frame images and the determinedgame progress are decreased, when the player inputs a secondpredetermined instruction.
 2. The non-transitory computer readablerecording medium according to claim 1, wherein the predicted formationtime periods of the frame images are expressed in units of a frame imagedisplay period of a shortest period of switching a display of the frameimages.
 3. A non-transitory computer readable recording medium having aprogram recorded for a video game to be executed by a computer, whereinthe program comprises: forming frame images constituting the video game,sequentially in synchronism with ends of formations of individuallypreceding frame images; displaying the formed frame images, such thatthe formed frame images are switched from a frame buffer and displayedafter one of the formations of the individually preceding frame imagesends in synchronism with a predetermined clock signal having a frameimage display period of a shortest time period for switching a displayof the frame images; predicting formation time periods of the frameimages when the frame images are individually formed; determining gameprogress to be made by the frame images, in dependence upon thepredicted formation time periods; and changing the determined gameprogress in response to an operation input by a player, wherein a rateof tempo of game music and a rate of formation of the frame images andthe determined game progress are increased, when the player inputs afirst predetermined instruction, and wherein the rate of tempo of thegame music and the rate of formation of the frame images and thedetermined game progress are decreased, when the player inputs a secondpredetermined instruction.
 4. The non-transitory computer readablerecording medium according to claim 3, wherein the forming starts aformation of a next frame image after one of the formations of each ofthe individually preceding frame images ends in synchronism with thepredetermined clock signal.
 5. A game display method, comprising:sequentially forming, with a graphics processor, frame imagesconstituting a video game; displaying, on a display screen, the formedframe images by switching the frame images from a frame buffer;predicting, with a central processor, formation time periods of theframe images when the frame images are individually formed; determining,with the central processor, game progress of the frame images, basedupon predicted formation time periods of the frame images; and changing,with the central processor, the determined game progress, in response toa player operation input by a player, wherein a rate of tempo of gamemusic and a rate of formation of the frame images and the determinedgame progress are increased, when the player inputs a firstpredetermined instruction, and wherein the rate of tempo of the gamemusic and the rate of formation of the frame images and the determinedgame progress are decreased, when the player inputs a secondpredetermined instruction.
 6. The method according to claim 5, whereinthe predicted formation time periods are expressed in units of a frameimage display period comprising a shortest period of switching a displayof the frame images.
 7. A game display method, comprising: sequentiallyforming, with a graphics processor, frame images constituting a videogame, each of the frame images being formed in synchronism with an endof a formation of a preceding frame image; displaying, on a displayscreen, the formed frame images, such that the frame images are switchedfrom a frame buffer and displayed after the formation of the precedingframe image ends in synchronism with a predetermined clock signal havinga frame image display period of a shortest time period for switching adisplay of the frame images; predicting, with a central processor, aformation time period of each of the frame images when the frame imagesare formed; determining, with the central processor, game progress ofeach of the frame images, based upon the predicted formation timeperiod; and changing, with the central processor, the determined gameprogress in response to an operation input by a player, wherein a rateof tempo of game music and a rate of formation of the frame images andthe determined game progress are increased, when the player inputs afirst predetermined instruction, and wherein the rate of tempo of thegame music and the rate of formation of the frame images and thedetermined game progress are decreased, when the player inputs a secondpredetermined instruction.
 8. The method according to claim 7, whereinthe sequentially forming further comprises starting a formation of anext frame image after the end of the formation of the preceding frameimage in synchronism with the predetermined clock signal.